You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Even when a scene has fully loaded and the camera is stationary, uniform uploads seem to be burning a rather large amount of CPU time. What's happening?
The text was updated successfully, but these errors were encountered:
I might be mistaken on this... it looks like the flag goes away once the group is rendered once. However, something is clearly burning cycles on uniform updating...
fallenoak
changed the title
WMO materials are perpetually flagged with needsUpdate
Something chews CPU time on uniform uploads
Jun 10, 2016
The biggest culprit might be context switches between different textures (ie calls to bindTexture and activeTexture). In particular, probably because of layering, terrain tends to cause a lot more of these calls than, say, a few WMOs or doodads.
Not sure what the best way to reduce these context switches would be.
fallenoak
changed the title
Something chews CPU time on uniform uploads
Excessive CPU time spent on WebGLRenderer.setProgram
Jun 14, 2016
It would appear that objects with transparent materials are sorted by depth, whereas opaque objects are sorted by material. We're overusing transparent materials for M2s: the no-backface-culling flag and blending mode 1 both cause transparent flagging, even though neither case ought to necessitate it.
Even when a scene has fully loaded and the camera is stationary, uniform uploads seem to be burning a rather large amount of CPU time. What's happening?
The text was updated successfully, but these errors were encountered: